Exemple #1
0
        public void Draw(SpriteBatch sb, GFXHandler gh)
        {
            if (zones[curZoneID] != null)
            {
                zones[curZoneID].Draw(sb);
            }

            if (drawMinimap)
            {
                minimap.Draw(sb, gh);
            }
        }
Exemple #2
0
        protected override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            //Afterhour LoadContent
            this.resources    = new Resources(Content);
            this.stateHandler = new StateHandler(this.resources, State.MENU);
            this.gfxHandler   = new GFXHandler();


            //
        }
Exemple #3
0
        public void Draw(SpriteBatch sb, GFXHandler gh)
        {
            scaledMovePos = new Vector2(this.pos.X - MinimapCam.bounds.X, this.pos.Y - MinimapCam.bounds.Y);
            minimapMask.Draw(gh.graphicsDeviceManager, sb, this.pos, this.scaledMovePos);
            sb.Draw(this.minimapBorder, this.pos, Color.White);

            for (int i = 0; i < this.enemies.Count(); i++)
            {
                sb.Draw(this.icon_EnemyTex, this.enemyMinimapPositions[i], Color.White);
            }

            sb.Draw(icon_PlayerTex, scaledPlayerPos, Color.White);

            //sb.Draw(this.frameOutlineTex, new Rectangle((int)pos.X, (int)pos.Y, frameOutlineTex.Width, frameOutlineTex.Height), Color.White); //Draws the minimap outline
        }
Exemple #4
0
        }                                               //This is the inherited method from the State class

        public void Draw(SpriteBatch sb, GFXHandler gh) //This is the one that is used
        {
            this.gameWorld.Draw(sb, gh);


            if (isInventoryOpen)
            {
                this.inventory.Draw(sb);
            }

            if (wasFading)
            {
                sb.Draw(fadeTex, new Rectangle(0, 0, (int)Window.resolution.X, (int)Window.resolution.X), Color.White * (float)(fadeTimer / fadeTimer_max));
            }
        }
Exemple #5
0
        public override void Draw(SpriteBatch sb, GFXHandler gh, GameTime gameTime)
        {
            if (gameHandler.curSceneID == Scene.ID_OVERWORLD)
            {
                this.worldScene.Draw(sb, gh);
            }
            else if (gameHandler.curSceneID == Scene.ID_BATTLE)
            {
                this.battleScene.Draw(sb);
            }



            //sb.Draw(this.mousePointerTex, new Rectangle(Mouse.GetState().Position.X, Mouse.GetState().Position.Y, this.mousePointerTex.Width, this.mousePointerTex.Height), Color.White);
            mousePointer.Draw(sb, new Vector2(Mouse.GetState().Position.X, Mouse.GetState().Position.Y));
        }
Exemple #6
0
        public override void Draw(SpriteBatch sb, GFXHandler gh, GameTime gameTime)
        {
            sb.Draw(this.backgroundTex, new Rectangle(0, 0, backgroundTex.Width, backgroundTex.Height), backgroundSourceRect, Color.White);

            switch (curScreen)
            {
            case "main":
                DrawMainOptions(sb, gameTime);
                break;

            case "creation":
                DrawCreationScreen(sb, gameTime);
                break;

            case "continue":
                DrawContinueScreen(sb, gameTime);
                break;
            }



            sb.Draw(this.mousePointerTex, new Rectangle(this.mouseState.Position.X, this.mouseState.Position.Y, this.mousePointerTex.Width, this.mousePointerTex.Height), Color.White);
        }
Exemple #7
0
 public abstract void Draw(SpriteBatch sb, GFXHandler gh, GameTime gameTime);
 private void Awake()
 {
     instance = this;
 }